#virtual-reality

1 messages · Page 14 of 1

olive junco
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How do I make a vfx stopping when interacting with a mesh ?

untold spade
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Could someone help or direct me towards a way to better understand how to accomplish a 3rd person VR set up. Something along the lines of being able to move both the player and a controlled character

rocky nexus
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make the camera follow the controlled character, move camera/player with a stick each, make the character move to pointer, depends on the game

untold spade
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The issue that im confused with is how to go about switching control with the VR pawn and the character. The camera never changes from the VR pawn. The stick each approach is interesting

marsh salmon
untold spade
marsh salmon
# untold spade Two separate pawns. Either with a toggle input change from one pawn to the other...

As far as I know, a player controller can only possess a single pawn at a time, so you'd have to artificially pass the input into your 3rd person pawn. As long as you have a reference to it, you can just feed whatever values are relevant on tick. E.g. for locomotion feed them into functions like AddMovementInput. There might be more sophisticated ways to do it that other people could advise.

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The input toggles you mention could simply be controlled by a set of booleans on your primary 1st person pawn

untold spade
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The 3rd person character wouldn't be a pawn, just a character you control. I'm just not familiar with how to change an input mapping context in gameplay

rocky nexus
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you can always handle the input in actual pawn and call some functions on the other character to make it move

untold spade
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I will give that a shot

bold falcon
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Using the VR-template in 5.4.

I'm trying to test som functinality using the VRspectator on desktop without my HMD being plugged in. Is it possible in an easy way to get the handmenu to open up for the spectator and make the buttons interactable with the cursor in VRspectator? My issue is having to put on the HMD, connect it via airlink and boot everything up everytime I'm trying to test a feature.

sturdy coral
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epic's robo recall modkit had a good example of a 2D pawn for simulating VR that worked well

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I think windows mixed reality also has a simulator but that is all going away soon in a windows update later this year I think

whole nimbus
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Does anyone know whether Niagara fluids work in VR or not? I've got the base Grid3d_Gas_Master_Emitter working only in one eye. Started a blank VR template and loaded up another Grid3D_Gas_Master and not its not even showing. I use deferred renderer on my main project, I know the template uses forward rendering, but deferred renderer only gets me as far as the emitter showing up in one eye.

whole nimbus
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Removing Instanced Stereo works but I can't tell whether im shooting myself in the foot bc my project is pretty small

elfin hull
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Hi everyone, I am having trouble running the VR Preview with the Meta XR plugin and Metahumans, It crashes immediately. As soon as I remove the metahuman from the map, it runs perfectly.

brave path
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Hi, I followed the GDXR tutorial for locomotion but there is a slight issue which I dont understand why
The orientation of the player is slightly tilted to the right side like my head is turned right and even after i reset orien n pos, when i snap turn or move around, it goes back to tilted
I checked my level and there is no rotation on the landscape
another issue im having is when i use the meta xr plugin, the player height is not properly calculated as i appear to be shorter (floor near my knees instead of feet)
anyone has any idea?

timber dew
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Hello all, I am wondering if anyone here has a Pimax Crystal and is doing work in Unreal Engine that integrates eye-tracking?
I am planning to get a new headset with eye-tracker to do research, currently using Quest Pro and Unreal Engine and is able to fetch the eye-gaze data through OpenXR eye-tracking module.
For those who owns a Pimax Crystal, could you share if you are able to get eye-gaze data from OpenXR? If so what data are available? To be clear I don't really need to get the raw data (although that will be ideal) but just want to be able to in Unreal Engine create a raycast controls by eye gaze and reports what objects in the scene it hits. Tobii is known to lock this type of data access behind a research license so want to double check on this.
Thank so much!

limpid widget
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Wouldn't that also work through openxr eye tracking module?

low crag
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Has anyone having the same issue that left eye rendering is working fine, but the right eye got stuck on a frame, i used a blank project to test it out same result.

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I’m using quest 3 openXR

rocky nexus
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was that the template project? that works fine last ive checked. dont use fancy settings

low crag
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It happens on all of my other ue projects too, I think the problem might related to the HMD?

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The only variable I can think of that caused this to happen was that I was testing the niagara system cpu render and gpu render after switching to cpu render this happens, but it doesn’t fixed by switching it back so I tested on template project too find the possible issue

brave path
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has anyone worked on Curved UI widget for VR?
I saw a ue forum about it https://forums.unrealengine.com/t/curved-ui-widget-geometry-mode/223297 but it doesnt work for me as im using a button which has an image and during play, it doesnt show as curved

Epic Developer Community Forums

Hi, has anyone had any luck recreating a fully functional curved UI effect in Unreal? Currently I’ve got a world-space widget in my blueprint with Geometry Mode set to ‘Cylinder’ and I’ve set my “Cylinder Arc Angle” to the desired amount, that all works great. But I haven’t been able to update the angle of the arc at runtime. I can get it to cha...

ashen dome
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Might seem dumb but I only just noticed the XR hand mesh has a mirror Bool that the Animation BP uses. but I migrated the hands and the mirror bool is gone so where was it . you cant put a value on a mesh. confused

halcyon island
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i'm building a game for Oculus Quest using MetaXR plugin. I have setup everything properly and checked against multiple peoples setups for how to do it (use game instance to call OvrPlatformSubsystemStarted etc).

The event runs but returns false on OvrPlatformReady, even when deployed. Not sure where to go from here.

I have passed DUC and been approved for store etc, but dont think thats the issue.

foggy steeple
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Has anyone ever parented a mesh to a vr camera? I was trying to get a sort of helmet object on the player and attach it to the vr camera, but the object seems to have some either rounding issues or something else so it appears jittery. Anyone know how to resolve this?

Additionally, is there a way to get the ipd in blueprint?

foggy oxide
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hello, i need to mute a video. but it seems the video is playing the audio directly, skipping the submix i use to mute the audio. anyone has any idea how to solve this? thanks.

quiet badger
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it's kind of neat because I used it to make a guantlet on the players arm that is a touch screen

sturdy coral
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I added that into the engine too, didn't realize there was an existing thing

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I'd like to see them let you selectively enable Support UV From Hit Results per-asset in the engine so you don't have to pay the memory cost over the whole project on all meshes

whole nimbus
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Would anyone know how to make the hands in the VR template interact with Niagara fluids, like the gas master emitter?
Grabbed objects interact correctly but the actual VR hands dont, which I'm trying to figure out.
I've messed with collision settings, and added collider tag to hand mesh in VR Pawn and on the niagara fluid collisions page. Something critical I'm not understanding about how the hands work

atomic drum
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Dang, I go to the pub for 10mins and so much scuffed info regarding 5.4.4 on Quest, all anyone needed to do is update the Target SDK in Project Settings to 34 and SDK API Level to android-34.

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I'm heading back to the bar 🙂

worldly peak
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For anyone using the UpperBodyIK (UBIK) plugin do you also get this list of warning every 0.005 seconds when the player blueprint class is open. The editor turns super laggy because of the plugin, probably caused by the constant writing of the warnings? It is not affecting the runtime mode. That same list of messages in the output log is written like every 0.005.

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Has someone figured out how to solve this

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Atm if I do a lot of edits to the player class and if I want to do it without lagging, I have to set the animation blueprint to NONE and clear the output log console

brave path
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or if you are able to send me the updated plugin

brave path
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I was able to open the project in ue 4.27 but im not able to figure out how to use it in 5.4
I tried UE plugin migration tool but it seems there are some issues with the source

quiet badger
quiet badger
brave path
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I haven't been able to package it for latest version, there are some issues with the source code which would take too long to figure out lol
i will send the txt file

quiet badger
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5.4

brave path
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i'll check it out, thanks a lot

quiet badger
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I'm not currently using it in anything, but my uproject says it's enabled so 02_shrug

brave path
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gotcha

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hmm unfortunately it did not compile for 5.4 when i added it into a new project

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i'll try opening it in a c++ project

lusty whale
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Hi!

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If I want to create a menu, the game's main menu, and show it always in front of the user, how can I do it? Or maybe, this is not the way to show a menu, but I'm newbie.

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Thanks!

brave path
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You can look up on YT how to use UMG to make main menu for your game

lusty whale
lusty whale
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I will rephrase the question:

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I’m developing a game and I need to create a main menu. I know that it must be a 3D object to show it in Virtual Reality and I know how to create a menu, because I did it before for other games.

My problem is that I don’t know how to show the main menu in front of the player. In other words, I have no idea about how to show the main menu in a VR game. Should it always be visible to the player or appear in one part of the screen? I’ve thought to show it always in front of the player, even if they turn their head.

How should the main menu be displayed?

buoyant zealot
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i HATE menus which are stuck to my head for some reason

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i've played around with several things, and floating in the world felt always more natural to use

lusty whale
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OK

buoyant zealot
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ideally you offer both

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some people may prefer one over the other

brave path
# lusty whale I will rephrase the question:

You can add a toggle to make the menu open / close (much like the VR menu for restart/reset/real life)
I would recommend making it appear in front of the player as a pause menu instead of always in front
You can set the 3d widget blueprint setting to world instead of face

atomic drum
quiet badger
quiet badger
marsh salmon
atomic drum
quiet badger
atomic drum
quiet badger
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yeah, been playing this game for 8 years. I still haven't released anything. It's so depressing

brave path
quiet badger
olive junco
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No idea what happened, but rn my project is darker and the lasers I have been working on don't work anymore ! I can't even see the debug !

ashen dome
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OK what has changed between 5.3 and 5.4 because Updating a 5.3 VR Template to 5.4 causes picked up skeletal meshes to still be affected by the vr hand movement after being dropped. they wiggle and jitter around when the drop hand moves . need to solve this as I have a project that I uses the 5.3 grab component that I need to update to 5.4

olive junco
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Does anyone know why the trigger input would suddenly stops working ? The hand moves ingame, but nothing happens.

olive junco
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Ok it's really frickin urgent. The trigger works on controller, but in bp it doesn't, nothing happens.

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There's 0 reason for it to not work at first sight, so I really need help now.

brave path
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@olive junco you can check that by debug on controllers
im not sure if you are using trace hit or using controller aim ref

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you can also check your input mapping

olive junco
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The mapping hasn't changed at all, and it was working fine this morning.

lusty whale
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What is the XRDevice Visualization Component? Is it a component to show something?

alpine arrow
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hey everyone, i tried packaging a hololens projectand deploying it to my hololens 2. but it just shutsdown automatically without particular messages. This is a log I managed to get, could someone help me find out what the problem is?

lusty whale
alpine arrow
lusty whale
marsh salmon
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I'm a little confused on how I need to set up my networking in Unreal to enable multiplayer on Quest standalone. I see that Quest has its own Platform SDK features for things like invites, but it also says you need to pick a networking solution that interfaces with that. They use Photon in the Shared Spaces example project, but it also sounds like you can use Epic's EOS, or possibly the session nodes?

idle osprey
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You could even use Steam, but if you do you won't be able to put your app on the Meta store. They reject anything with Steam in it.

marsh salmon
rocky nexus
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a guide for sensible setup for multi end to end would be sweet

olive junco
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I tried to packagea game in vr, but it stopped with unknown error, here are all the instances where there's a warning. I ain't too sure about how to solve some of them, so, if anyone knows what to do, help is much welcome.

olive junco
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Got solved by just... having a proper VS installed.

olive junco
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I have a little issue with the size in VR, ther are some meshes on the ground that I just can't pick up because it's too low (and there's the ground)... what would a good solution to make the player slightly slower ? The World to Meters option in World settings isn't that great, since it doesn't change the hand meshes size.

rocky nexus
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you probably want remote pickup for stuff like that

olive junco
rocky nexus
olive junco
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Worth considering. Tho atm, I have a laser pointer but it doesn't stop when interacting with a mesh, so if I implement that I fear there might be some trouble.

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But regardless, how do you make that remote pickup ?

rocky nexus
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similar concept to laser pointer i guess, trace for stuff that can be picked up and do a pickup animation when there is one and user presses a button

dry coral
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Does anyone know how to stop a VR player going through the floor when snap turning?

ashen thunder
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Hello, I have a Rift Headset and a Quest 2 headset and I've noticed that the Quest 2 has a 10 fps drop compared to the Rift, why? is this normal?

rocky nexus
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is the effective resolution the same?

sonic fjord
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Q2 might be set to higher res. GPU uses extra memory and encoding compute to encode the stream to the headset.

ashen dome
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anyone know the best method in CPP to detect if VR is active of not?

marsh salmon
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Anyone else going to be at UnrealFest Seattle? Would love to connect with more unreal XR devs. Seems like we are a rare breed...

ashen dome
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Im trying to test multiplayer and have a vr character and want to test with a standard character as I only have the one computer and headset, is this possible

polar valve
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Does anyone know what could be causing this on Quest? Using 5.3.2

whole radish
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Hey @rocky nexus I have been busy with work for more than a month now. so now that I free some time, I am working on that same project and my "left hand system Gesture" is not yet solved, I follow your advise and I cloned unreal Engine source for oculus-VR. my question now is, following the link you sent, am I suppose to Replace "SpecialLeft" with "SpecialLeft/Right" ? I am little confuse 🙏

limpid widget
# polar valve Does anyone know what could be causing this on Quest? Using 5.3.2

Yes! So to have consistent frame rates, the fps is sometimes cut in half until it stabilizes again. This is handled by the OpenXR Runtime and those are the "WaitFrame" CPU Calls.

You'd need to check your cpu and gpu times to see where the bottleneck is. I'd guess it's your gpu, just from looking that the world tick takes 7ms.

So for example, you defined in your openxr runtime to run with 72hz, if your game cannot get 72fps consistently (either there are drops throughout or your overall performance is bad due to cpu or gpu), it drops to 36 until it stabilizes again and then tries again.

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Unreal Insight should have a way to indicate the gpu times (just above the cpu). You might find the issue there, or share it here so we can check (answer on my post and I get a ping, I'm just not looking here often :D)

#
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Here is someone else describing the same things (WaitFrame). And it basically means "Wait for GPU to finish tasks".

polar valve
polar valve
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Don't think it's supported 😔

limpid widget
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oh good question, I don't know. I never got unreal insight to properly work on android

limpid widget
polar valve
polar valve
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It looks like the Oculus fork of 5.3.2 gets a stable 72 FPS but the standard engine with the MetaXR plugin gets 11 FPS 🤔
Does anyone get good FPS on Quest headsets with the standard 5.3.2 engine?

rocky nexus
limpid widget
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I'm still on 5.2, haven't tried 5.3.2, but I'm also mostly using MetaXR Plugin.
There I am able to get even 90 fps on quest 3 (but highly stylized)

devout cairn
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Hi, I’m new here and have been working on a VR project where I need multiple widgets to pop up in different areas of the level when the player enters a trigger box. I’ve been stuck on this issue for about three weeks and haven’t found a solution. I tried using Add to Viewport, but in VR, the widget shows up right in front of the player’s face, where the player can barely see the widget too, which isn’t what I want. I’ve also watched many tutorial videos and checked several forums, but nothing has worked so far. I’m new to Unreal Engine, so I’d really appreciate any guidance on how to correctly place the widget in 3D space. Thanks!

rocky nexus
devout cairn
rocky nexus
rocky nexus
devout cairn
rocky nexus
whole radish
sly ridge
# polar valve Does anyone know what could be causing this on Quest? Using 5.3.2

had a similar issue also 5.3. For me instanced stereo rendering and mobile multiview being on seemed to cause part of the issue (mobile multiview is still on) dont know why it caused this tho. Also If you come from 4.27 we lost cpu occlusion culling and the gpu version is quite taxing on gpu so we turned that off as our scenes mostly didnt have much occlusion to do (precomputed occlusion culling was also not working on 5.3 but that seems fixed in 5.4).

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but I messed with a lot of settings in the end to land at a performance similar to what we had in 4.27 so its probably a combination of it all that made it run on quest 2 again

somber hinge
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Hi everyone!
I was wondering if anyone has any experience building VR project for the Quest 3 that could help me out. The documentation online is not so good, so any help would be appriciated
Ping me or answer to this message if you do
thank you in advance

ashen dome
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Question to anyone here using Physics based hands in multiplayer, How are you handling the replicated Movement of them

lean spoke
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I have a 54 project that was upgraded from 5.3, currently trying to build in the meta fork of 5.4. Packaging is fine, but when opening it crashes with
unreal missing global shader fscreenpssrgbsourcemiplevelarray's permutation 0, please make sure cooking was successful
I tried running recompute shaders in the command line, but it immediately crashes the editor with failed to find shader type "frdgscattercopycs" in platform pcd3d_sm6

Tried replacing my entire defaultgame and defaultengine with a working one, but same error. Anyone seen anything like this before/have any guesses?

Edit: resolved after deleting all temporary files in the project and plugins, recompiling it and the Meta fork in Vs2022

polar crest
atomic drum
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In my Meta Quest Setup Tutorial, I’ve added Distribution steps for people that get that far, hope it helps 👏

somber hinge
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in case anyone else faces the same issues

polar junco
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Does someone already had the problem, where when you install an apk on your quest / headset and the application start in 2d in a windows somehow ?

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im using ue 5.2

polar junco
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@sturdy timber Yes, it is. Somehow I think I need to install the META plugin, and right now Im repackaging to check it

sturdy timber
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Mmmm indeed I did not try lastly to build without the Meta XR plugin. It should work but maybe there is a setting somewhere that needs to be enabled. Did you use the VR Template as a starting point?

polar junco
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So it work, but now Im in the ground

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Damn

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Never saw so many problem to make something simple

hasty valve
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Hi friends! does anyone have any idea why the player on a Quest 3 build would be spawning at a z of about 200 above both PC and preview VR? I'm basing my project on the Collaboration Viewer, so the code that handles spawning and such should be pretty much entirely written by UE themselves. The player does not need to be able to move in the scene and is stationary, so I am fine with manually overriding it, but with the default VR player controller they spawn super high in the air on the actual quest builds for some reason, even though when I run in VR Preview and on Desktop they spawn exactly where I want

polar junco
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@hasty valve I actually have the same problem. Somehow, it comes when you activate the meta plugin.

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Just for a test, desactivate it and check with openXR if it fix the problem

hasty valve
polar junco
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yup I think

celest crescent
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Hey @shell warren I'm currently experiencing this issue with "Unable to retrieve OculusXRHMD", get/set display frequency not working, etc. I also read your post on the Meta forums and none of the replies seemed like solutions.

Did you ever end up identifying the issue or perhaps a workaround for this? Thanks in advanced

polar junco
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so @hasty valve , I let the Meta Plugin ON, BUT I switched to Epic Native OpenXR when it come to the API

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See if it works out

polar junco
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So now, it seems I cant see my hands anymre since I activated the META plugin

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Im using VRE too

shell warren
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I will say that they seem to have come a long way with the new plugin. Which version are you using?

celest crescent
shell warren
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On that note, it is not possible to publish on the meta store with 5.3.2 due to broken vr notify delegates

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These were fixed in 5.4

celest crescent
paper trout
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hi all - kind of a basic question but how exactly would i apply gravity to a VR Pawn?

near vault
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Hi guys, not sure if anyone has run into this. When adding a widgetinteractioncomponent via c++ the code creates the arbitrary arrow component. The arrow shows up in the compoennt view but serves not purpose whatsoever and is not actually visible anywhere.

near vault
near vault
novel crypt
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Hello everyone I need a someone who can help me with fallout mods

near vault
novel crypt
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Yes I need a game developer that’s can help me with that’s

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Is there a way to that’s

near vault
paper trout
near vault
paper trout
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just gravity but if the hmd was a child to the collider, the hmd will just move outside of the collider space

near vault
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for gravity though, must it respect the hmd position or not? so can your pawn fall away from the hmd. this is going to be very tricky

paper trout
near vault
paper trout
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i was thinking it would work using a distance check of some kind - something like a collider that isn’t a parent to the hmd

near vault
paper trout
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im trying to set something up where if i walk off a ledge, i drop down to the floor below. the hmds room position is controlling the movement of the character

near vault
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your best bet is to reparent your pawn to a character class. i think this will get you closer to what you want to achieve, just make a copy and see

near vault
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you can swtich cameras, is that what you're asking?

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use a render target and a widget in world space

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bear in mind this will hurt performance

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scenecapture2d- render target - widget with an image

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that is the solution, there is no way to avoid dbl render

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you can tweak render quality on the scene capture. but if what you are previewing is static, then you can set the capture to only render on move

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that will save the performance

rocky nexus
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you can get away with pretty low resolution on the capture if the view is small, but rendering stuff another time certainly is not free

unreal osprey
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Hi guys

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looking to hire someone with experience with blueprints and vr

grand rampart
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hi there guy i just want to make a wrist menu (but in front of hand, later i want instead of hands just a controller model, and menu over it) so i made an actor with scrollbox inside and i want to activate mouse, becouse i want to have lasers inside entire game, can i add mouse interactions inside level blueprint

near vault
sturdy coral
# paper trout will try that thank you!

I do character class, you may want to look into the new mover 2.0 though which is supposed to be more easily customizable especially with networking.

Another way to get gravity without changing the class is to change the pawn movement component to FloatingPawnMovementComponent, which is what the engine's spectator pawn does, I think you can further derive FloatingPawnMovementComponent and add gravity to it pretty easy but if I remember it isn't replicated as well as character if you are planning on multiplayer

paper trout
sturdy coral
# paper trout that's really interesting thank you!! yeah figuring out hmd movment controlling ...

One approach is make a vr root component, and when the player is moving around the room, detach it and move the character towards the camera. when the player is moving artificially with the joystick reattach it and just move the pawn. Most movement components move through acceleration and you have to do some damping and thresholding and stuff to avoid it going unstable and overshooting the head.

When you rotate or click turn make sure to rotate things around the player camera as the pivot. you can do something like temporarily attach the vrroot component to another scene component at the camera location before the rotation, and rotate that temporary pivot, or do the transform math manually.

One thing to watch out for is if you use 'control rotation' from the player controller for anything, things are hardcoded for FPS games or something to apply control rotation very early on in the overall tick order, earlier than movement and other input is processed I think and earlier than the camera manager updates the vr camera (hardcoded to happen almost last). And also vr camera components are hardcoded to update very late by the camera manager. You can get the updated camera data earlier on with an extra motion controller component with source set to head.

paper trout
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In this video I explain my process in creating an IK body for VR in unreal engine. You can follow along or skip to any of the chapters if you're simply curious about how I've tackled a specific component:

00:00 Introduction
00:17 1.0 Setup
02:47 2.0 Body - Pawn Setup
04:03 2.1 Body - Basic Logic Explained
05:05 2.2 Body - Distances
07:25 2.3 Bo...

▶ Play video
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the way i'm currently solving gravity is i have a child collider to the hmd camera and when the collider's z is less than the camera's, the camera falls to meet it

sturdy coral
# paper trout ah that makes sense! would there be a way to apply gravity to the camera so if t...

What I do is just when falling/sliding leave the vr root attached. That works well enough for most stuff but if you had a game that had a whole lot of sliding and flying/falling, you might want to also want to push their VR root to get the camera back over the capsule towards the capsule some while it is happening, it will mostly follow along while attached and stay right on it and usually they aren't walking much in real life while falling/jumping/sliding around in game though.

If while walking around their real life room they diverge from the capsule by walking through game geometry and the character can't reach back to them you can do some kind of fade out and rate limited teleport back to the capsule position, or teleport the capsule back to them when they get in a clear area, or try and block them entirely by continuously movingthe camera back (probably want to black out/constrain FOV during that to avoid motion sickness), depends what kind of game and if you need to prevent cheating through geometry etc.

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mordentral's plugin has a customized character class that implements a lot of that stuff too that has good replication of everything

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I think he has a lot of options for it and climbing movement which I haven't implemented yet. I will probably switch to Mover 2.0 before putting in any climbing

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the survios people gave a pretty advanced talk on doing a more physical bone works kind of setup for their new alien game at unreal fest, but they kind of ripped up and reimplemented character movement component I think in a way that maybe wouldn't be needed with mover 2.0

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another thing I do is increase the threshold where the capsule will try to reach the camera when the player is below their calibrated height, with the idea that if they are leaning over an edge or something to look down you don't want them to fall off

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but if they are standing tall and go over an edge they probably are trying to fall off so the threshold is narrower

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that also helps with animating leaning around

paper trout
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i'm not doing any controller movment its out of a mocap suit for a vtuber setup haha

sturdy coral
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if you always attach while falling, it will just pick up gravity from the character

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but detaching while grounded lets you walk around IRL freely and then you drive the character movement to follow the camera

paper trout
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so i would have a scene component called vr root, which has the character mesh, vr cam, and collider as children right?

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and when walking around i detatch the vr cam and have the vr root, character, and collider follow?

sturdy coral
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character is kind of rigid, so mesh will be attached to the capsule

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while moving artificially with the joystick or falling:

vr root will be attached to the capsule too at the bottom (if you have tracking space set to floor origin), but offset in XY to put the head over the capsule

while character is grounded and player is walking around IRL:
detach VR root (so it doesn't move with capsule), and instead move the character towards the camera with movement inputs

paper trout
#

woah this is exactly what i'm looking for!

sturdy coral
#

I think I was using a separate pawn at that time that would attach and detach from the character, but it is easier with just vr root component and customized character class so you have less tick order stuff to deal with

paper trout
#

ah this is starting to make sense!!

sturdy coral
#

oh also even when vrroot is attached, always move it's Z height on tick to match the bottom of the capsule

#

so they can walk around their room but still go up and down hills (like with the stairs in that video)

paper trout
#

okay so to recap -

create a character class with a scene component (vr root) and character mesh as children to the collider

when i'm walking around, detach the vr root from the character class and have the character class follow it around

when the z of the character class is lower (or higher for stairs), reattatch the vr root to the character class?

#

and then when they're within the z threshold, deattach again?

sturdy coral
#

when character is grounded and not being moved with joystick, detach vrroot, but always still update world position Z so they go up and down hills in game

when using the joystick or falling/flying/sliding, attach vr root back to the capsule (but don't necessarily reposition it) and no longer do anything driving the capsule to the character (since attached it will just perpetually push it away and never reach). you can stop updating Z there too since it's attached and will pick it up

paper trout
#

like that right?

sturdy coral
#

yeah

#

you can do it with other origins but would have to offset the VR root to get the floor in the right place

paper trout
#

so when you say update world position z you mean update the world position of the vr root to match the collider / character class's z

sturdy coral
#

yeah, and it will be character capsule - capsule half height (there's a node to get that), because they origin things to the center of the capsule

#

part of what survios did reimplementing character capsule was make it origined to the bottom, I think because they did crouch adjustments continuously changing the capsule size and then that can unintentionally introduce velocity into their physics stuff

#

I think the mover 2.0 is more flexible with that stuff and you could probably origin the capsule to the bottom of the capsule there too

#

also the engine has a hardcoded thing that makes the bottom of the capsule not quite line up with the floor:

const float UCharacterMovementComponent::MIN_FLOOR_DIST = 1.9f;
const float UCharacterMovementComponent::MAX_FLOOR_DIST = 2.4f;```

so you probably want to go 2cm below the bottom of the capsule or the feet could float a bit
paper trout
#

that's really good to know!

#

yeah the move stuff feels a bit over my head atm the big block for me has been since this is a vtuber setup in a mocap suit, the movement is all derived from irl movement and i hadn't considered gameplay movement before

#

this has been wildly helpful charles you have no idea

sturdy coral
#

np

#

you could also do stuff tracing to the floor below the head etc. to find the height, but a lot of stuff you'll have to do if you want them walking off edges and jumping and stuff is already implemented in character. Character is more necessary if you are doing multiplayer replication, it handles a lot of intricate stuff for that

paper trout
#

ah i hadn't considered jumping

sturdy coral
#

also when you attach to character you can tell it to attach positional only without inheriting rotation, or just otherwise turn off the thing that has the camera drive the rotation or else it may rotate your offset vr root and have problems

paper trout
#

i suppose i could have it set so if the hmd goes above the z of the collider threshold i could have the collider briefly follow it when im jumping irl

sturdy coral
#

there is somewhere you can query character movement state and just see if it is grounded or not

#

and treat jumping the same way as falling

paper trout
#

if jumping is controlled via hmd movement would i querry if grounded when the vr root goes above a z threshold and if so, jump?

#

also - when i detatch from the character class, will it set my vr root to whatever its offset was in as a new world position?

sturdy coral
#

ah yeah you could do that but that might fuck them up for landing IRL when the floor moves out from under them 😆

#

I've always just had an artificial jump button for any jumping stuff

paper trout
#

yeah artificial jumping might be the right move

sturdy coral
#

the character one is good without full body because you can mix in its leg animation with the head and hands and there are a lot of anim graph assets out there for characters that drive the jumping/falling animations and stuff

paper trout
#

that's super helpful

#

this mught be taking a step backwards, but the if the camera is a child to the vr root, how do i get the vr root to follow the camera irl? or should the vr root be a child to the camera?

sturdy coral
#

camera should be child to vr root, every tick it will eventually automatically move relative to whatever it is attached to, so it always treats its attachment root as the vr origin

paper trout
#

oh so scene components follow their child inherrently?

sturdy coral
#

no children follow the parent, but the motion controllers and camera update their relative position to the parent, which they treat as the vr origin

for full body I would have:

   -character capsule (character root)
      -character mesh (hidden or possibly reattached to vr root)
      -vr root (attached to capsule sometimes when needed, othertimes detached and just living in world space)
         - camera
         - motion controller/full body trackers
         - your full body mesh (second one or reattached character mesh)```
#

I'm not sure if there are any issues with reattaching the character mesh, the character class may make some assumptions that it is attached to capsule

#

but mostly it is cosmetic anyway

#

I think it does do some stuff with handling the animation tick order of it to happen after movement component and some other stuff

paper trout
#

ohh i see so what if my irl movement is currently controlled by the hmds location in the room?

#

vive trackers have been pretty broken for me so i’ve been using my hmds room position to control movement

sturdy coral
#

for three point tracking I have:

   -character capsule (character root)
      -character mesh (hidden or possibly reattached to vr root)
      -vr root (attached to capsule sometimes when needed, othertimes detached and just living in world space)
         - camera (reach head to it with IK)
         - motion controllers (reach these with IK)

but that's to have the capsule and character animation drive most of the lower body

sturdy coral
#

and while IRL moving and detached you then drive the character movement to match up the capsule with the player, mostly just to get the ground height, but also so that when they do articially move or fall it will be in the right place

#

when artificially moving the capsule will handle things like sliding against walls/obstacles too

paper trout
#

that all makes sense but if the camera is the thing controlling the movement irl, since i’m using the hmd for irl movement how would i get the vr root parent to follow it?

#

or is vr roots location not as important as the hmds for the character to follow?

#

like in that case would i have the character follow the cameras position rather than the vr root?

sturdy coral
#

yeah just drive the capsule to try to line back up to the camera, vr root could be anywhere once they walk around their room

paper trout
#

dude you are truly amazing i’m so deeply grateful for you taking the time to answer all my questions

sturdy coral
#

if you know the hips from your full body tracking it might be better to drive it to that

#

but headset will probably be the most reliably always tracked thing

paper trout
#

yeah that’s what i wanted to do but my quest pro refuses to play nicely with steam vr for face tracking purposes

#

so i need to create some kind of script that circumvents that outside of unreal it’s such a pain

sturdy coral
#

for three point I do a crude body estimate taking into account head and hands and I think I'm driving the capsule to some slight offset of where the head meets the neck bone

#

but I also do that stuff with having the capsule not catch up to as strict of a threshold when leaning down and some other stuff

paper trout
#

that’s a great call i’m going to try this!! thank you so much man

#

fingers crossed i get this working and eventually find a way to get the vive trackers to give me location without steam vr

sharp bronze
#

Hey everyone, fairly new to VR development, so not sure if this is something I am doing wrong, I have a lovely 4k uncompressed texture for my sky, set to Skybox and no mipmap generation, looks great in editor, very nice, go onto the kit, compressed pixellated, I am confused? Its not the only texture in the game trying to do this either. Some of my FX are too, I have disabled VRS on the materials to see if that helped, I'm at a loss as to why even for Debug I can't get 1:1 on the kit from the editor. I have set up device profiles too and set the texture quality and effects quality to 3, and 2. Is there something I'm missing? I mean I am currently block encoding at 6x6, but this is like not just a little bit bad its like.. unacceptable?

rocky nexus
#

sounds like half float precision in materials

sharp bronze
#

hmm, ill give it a look

#

thank you for replying 🙂 ill let you know

digital cave
#

hey did you find a solution to this?

sharp bronze
rocky nexus
digital cave
rocky nexus
#

yes

#

it uses two meshes with wpo to animate the circle clonsing, iris style.

#

or rather one mesh with two materials

digital cave
#

oh excellent. i was hoping for a mesh based solution and no transparency since im using application space warp

rocky nexus
#

the inner part uses transparency, but you could disable it easily enough

digital cave
#

hm dang, im building the plugin now and ill see how it goes. before you commented I started working on my own solution where I made a mesh circle with a cutout and i was gonna scale it in blueprints

rocky nexus
#

had this around when i was testing stuff

#

mesh is that

digital cave
#

what unreal version are you using and are you using the plugin as an engine or project plugin? I'm using 5.3.2 meta fork and can't compile the plugin - some of the includes error out. im about to try building it as an engine plugin

rocky nexus
#

im on 5.4.3 meta fork

#

i do have it in project, and had to update it as i was updating from 4.27

#

but nothing substential i dont think

digital cave
# rocky nexus but nothing substential i dont think

could you provide details on how you go it to work? I get the compile error Cannot open include file: 'XRMotionControllerBase.h': No such file or directory. Looking around I saw someone else have this compile error with another plugin and they said "they moves the XR stuff to a plugin that can be disabled for non VR users so pathways changed" Not sure what to make of this. I'm not the best with C++ so Im in over my head with this one 😂

rocky nexus
#

perhaps you need to add stuff to PublicDependencyModuleNames in build file, it dont have very clean commits for that stuff :d just one with 300 files changes and 'ue 5 fixes' lol

gusty plume
#

what is the best/correct way to enable/disable motion tracking for a specific MotionControllerComponent? I can't manage to find a function that does this in the component itself.

rocky nexus
#

disable the component maybe? motion tracking is kinda the point, i doubt there is a function specificaly to disable it. or maybe swap to different tracking source, hide it or some such

grand rampart
#
Epic Developer Community Forums

I done passthrough according to this tutorial yt - Setting Up Meta XR Passthrough For AR in Unreal Engine and it worked, i could place 3d objects in my room, but later, when i ran game few hours later it broke by itself and passthrough is over every object and i cant see hands and any 3d actor. what can i do to fix it (i can see them on monitor...

sturdy coral
#

may be able turn off tick instead

gusty plume
glass hornet
#

Hi, I am new to the server and I would like some help on a problem I am struggling to resolve in Unreal Engine 5 Virtual Reality Blueprints. I am using the PICO 4 Headset with the Plugin. The feature works to go into VR, however, the VR Player height keeps sinking to the ground, even though the offset is setup to 120. It sometimes works and it sometimes doesn't work. Is it due to the PICO's calibration setting?

Here is the blueprint setup for it. Unfortunately, I am not allow show the whole project.

simple compass
#

Hey folks, I'm new to VR development and have what I hope is a simple question: I want to run the CollabViewer template (which supports VR) on a Quest 3 but it uses Datasmith which does not support Android so I can't package the project specifically for the Quest. Is the solution to package for Windows and then add it to the Quest Link library and stream it to the headset over USB?

polar basin
#

I have Meta Quest Link app running and the Unreal Editor also detects my Quest 2. But when I launch my app in Quest 2, I just simply shows like this.
I wonder what am I missing here

shrewd crown
#

Could anyone recommend a good stereo 360 video export plugin for 5.3?

#

Alternatively what’s the current best practice? Movie render queue? The last few plugins on the marketplace I saw seem a little outdated now.

paper trout
#

this is what my setup looks like to calculate movement and have the body and collider follow

paper trout
#

i'm running this every tick, but the body stutters and doesn't move every frame

sturdy coral
# paper trout i'm running this every tick, but the body stutters and doesn't move every frame

it's something like this. the catchup movement threshold pin is disconnected and replaced with something much more complicated though, more aggressive when moving to behind the head since you can't lean back much in comparison to leaning forward, and I grow the threshold as you crouch since you can be leaning forward over an edge and don't want to suddenly walk forward and fall off, and different thresholds for beginning to do movement vs ending it (for "hysteresis" to keep it from suddenly activating/inactivating over and over when right near the threshold)

#

a lot of those use cases you probably don't need with full body IK, could move the capsule towards the hips always or to the median of the feet or something and probably not have any problems leaning over edges

paper trout
quiet swan
#

does post processing work in quest 3 , I cant seem to get stencil to work

trail swift
#

I am currently working on a VR project where I'm trying to dynamically deform a mesh inward along a spline. The spline is attached to an object, and I want to either deform or remove the section of the mesh near the spline points. However, I’m having trouble identifying the vertices that are close to the spline and applying the deformation or removal effect.

Could anyone guide me on how to achieve this? Any help would be greatly appreciated!

hasty blaze
#

hello! i am having an issue with a landscape material in ue5.3 to quest 2, does quest 2 support mipmap generation? it seems to be just a problem with the landscape only, im not really sure why it wont scale the uvs correctly for the close LODs

sage gulch
#

might depend on how your character and locomotion is built, if it thinks the Actor is far away somehow, perhaps

sleek ginkgo
#

Has anyone tried recieving a video feed in a standalone app on Meta Quest? I'm looking at NDI or pixelstreaming, but could not get it to work on the headset. Maybe its a permission or networking thing. Just wondering if anyone has managed to do this yet.

lusty whale
#

Hi, I'm new to virtual reality development. I'm testing my first program and I noticed that the position of the hands doesn't match the position of the VR controllers. I stopped the program in Unreal Editor and it automatically opened Steam VR with the correct position of the hands. Is there a way to get the hands in the correct position?
It's worth noting that when I started the application, the controllers were on the table and when I picked them up, my hands were still in that different position from the controllers. When SteamVR started, the controllers were already on my hands.
Thank you!

lusty whale
#

Does anyone know how to make it so that when I move the VR controllers in the real world, they move within the game?

sage gulch
#

make sure you load the meta driver first, then unreal, then when doing PIE sometimes you need to click back into the window to 'front' it in the system and receive input

#

@lusty whale

west fern
#

Hey everyone, how do you match the Editor LOD Levels to built APKs?

Setting r.StaticMeshLODDistanceScale to 0.5 doesn't do the trick.

#

Specifically on MetaQuest lineup

lusty whale
quiet swan
#

does anyone know if stencil effects work in unreal engine 5.4.4 a nd quest 3 when you pack it?

#

Masking enables you to alter specific parts of your final scene without affecting everything else in it. There are several options in Unreal Engine to perform real-time masking.

In this episode of Unreal Tips & Tricks, we focus on using the Custom Stencil Buffer in a Post Process Material which allows us to alter how multiple objects are rende...

▶ Play video
paper trout
sturdy coral
latent flume
solid drift
#

When running a project on the Quest 3 device, with the tracking origin set to "Stage," the in-game direction is determined by the direction you are facing when setting up the boundary. Is there any other way to change this direction?

#

When using the "Floor" as the tracking origin, even though the player enters the game from different locations in the physical space, their position in the game space is still set to (0, 0, 0).

paper trout
#

does anyone know if its possible to use a quest pro for openxr facial tracking? currently i'm using the meta runtime but i'm also trying to use vive trackers, but steam vr and unreal engine keep crashing eachother using the meta runtime

#

alternatively, has anyone gotten vive trackers to work while using the oculus runtime?

paper trout
#

i thought it might be weirdly interacting with the collider but the character mesh doesn't have any physics enabled

#

haven't done the feathering yet

#

setting the scale to 0 does stop the jittering so i imagine i just need to implement the second part

grand rampart
#

is here any one that want to help me with my project?

ripe crypt
#

Hello, all anyone using virtual keyboard for Quest with Webbrowser widget?

#

I need some solution to allow using webbrowser widget on quest with user input. I am able to see the webbrowser with 5.2 but cannot force it to take inputs.

grave root
#

[Research purpose] Does anyone here own a VR/AR Game Dev agency or a company? If yes then would you mind sharing your website please?

sturdy coral
# paper trout haven't done the feathering yet

Feathering it out will slow it as it approaches and prevent overshooting and overcorrection. You also probably want a window where if it is close enough (few cm) you don't do any input at all.

paper trout
sturdy coral
paper trout
trail shale
#

Has anyone used the big screen beta headset? It looks like it'd be super comfortable but I still don't know if the resolution would be enough to actually work virtually full-time as opposed to just using a quality monitor

sturdy coral
unborn nest
#

Hi, I'm new to blueprints, and I'm trying to create a virtual camera controlled by a VR controller. I also want to fly through the scene using the thumbstick. The problem I'm having is that I can't control the camera's position when it's connected to the Live Link component. How can I combine the tracking data with the thumbstick input to move the camera?

jade kettle
#

Let me think, because using the livelink is absolute... Uhmmm

unborn nest
jade kettle
#

You could have the thumbstick affect the relative position of the CameraComponent

#

Ah, you're using LiveLinkXR? They still haven't fixed that issue?

unborn nest
#

unfortunetly not

jade kettle
#

But yeah, it looks like your thumbstick is affecting the Blueprint's SceneComponent, maybe have it affect the CameraComponent instead

unborn nest
#

would you recommend attaching the VCam to a actor blueprint that is moving the attached VCam?

jade kettle
#

With the actor it is attached to being the one controlled by LiveLink?

unborn nest
#

yes, i can add the live link component into the actor and not the vcam itself and control it this way

jade kettle
unborn nest
#

so i am applying the live link into the actor and call up the thumbstick input and apply it before the live links position change right?

jade kettle
#

I mean, it's worth a shot to try it and see if you like hte behaviour

unborn nest
#

alrighty, i'll try it out, i problably have to look it up but i'll manage it somehow, thanks for putting me in the right direction

surreal hearth
#

So we're starting a pretty large VR experience project and it's been a couple years since I really dev-ed heavily in VR. I'll probably have questions, I'll try to answer at least as many as I ask! Hi folks!

sage gulch
reef hearth
#

Hi there,

I am working on Unreal Engine to make a demo on VisionOS, I am able to change native UI of VisionOS application using SwiftUI.

My next challenge is to run SwiftUI native code from C++/Objective-C.

But when I enable this setting as shown in screenshot I am getting the following error while pacaking has anyone faced the same error before if yes can they help me fixing it.

UATHelper: Packaging (VisionOS): [1/6] Generate Header UESwift-Swift.h
UATHelper: Packaging (VisionOS): error: generate-pch command failed with exit code 1 (use -v to see invocation)

Edit : As per as this stackoverflow link : https://stackoverflow.com/questions/45372088/generate-pch-command-failed-with-exit-code-1-use-v-to-see-invocation-in-xcode Xcode is unable to find UESwift-Swift.h header file.

So Unreal dose not creates header file by default so I created this file, but as mentioned in stackoverflow discussion I can't find Bridging option in build settings of Xcode project, I am really new to Apple Development and eco-system so really sorry if I am doing some nieve mistake.

Thanks in advance

sturdy coral
tawdry silo
#

Hey, I have built a simple test project using UE5.4 to run on the Quest 2. I have the server running on my pc as a listen server. The game runs on the quest but wont connect to the pc at all. Im using advanced session and with another pc i can connect fine. any advice on troubleshooting would be great.

paper trout
#

i have gravity sort of working but coming into some issues re-detatching after the fall

#

keep relative seems to send me across the level even though it's set to 0,0,0

#

the link is my attatch / detatch setup and the screenshot is how im checking the z threshold

sage gulch
#

Sometimes you have to flip a coin about using Attach Component to Component or Attach to Actor. Change anything, and flip again.

paper trout
#

its been haunting me for days

sturdy coral
#

I would just always follow z exactly

paper trout
#

so like if vr root z does not equal root z, attach?

sturdy coral
#

oh no sorry I thought you were following z only after it got away from a threshold

#

for attaching it during jump or whatever better to check the current movement mode of the character movement component, and just see if it is grounded vs falling

#

switch on all the possible states and decide what to do for each

#
  • take into account if moving with the joystick and usually always attach for that
paper trout
#

omgggg it works!!!

#

charles you're my hero im not even kidding

digital cave
lean spoke
#

Anyone know if enabling Mobile HDR in unreal has any trickling impacts, like disabling some other niche project setting?
I seem to be getting a consistent visual bug in the Meta fork of UE 5.4.3, and its only solved by enabling Mobile HDR. However, enabling mobile HDR causes Mobile Multiview to render in one eye. And I seem to need to have multiview enabled to enable ApplicationSpaceWarp!

So I'm hoping MobileHDR actually disables something else thats causing this visual bug. Gif is the bug thats fixed by enabling MobileHDR

tawdry silo
rocky nexus
lean spoke
# rocky nexus its main tricky impact is that it barely works and is very heavy

So it seems like its not even MobileHDR related.. I created a VRtemplate in the meta fork and mobileHDR can be disabled without issue.

I copied over the entire config folder but still get this bug in this project, and only this project. I tried with all the VRtemplate defaults so its not a map/setting/ppv/blueprint issue.
Video is the VRtemplate map in the broken project

#

Both are enabled. The weird thing is toggling any of these settings does not cause an issue in the blank VRtemplate project. Only in this other project upgraded from a previous engine version

#

aye. In fact I copied the entire config folder from the working VRtemplate project. So every single project/engine/input setting confirms to work in the template project. Something other than a project setting is causing it 😭

lean spoke
#

I just created a new branch and seemingly solved it. did some diffing and the culprit was the .uproject file.
Since the uproject was uploaded to my version control after recompiling it, it seems to have affected anyone who pulled it down, as the warning to recompile the uproject didnt pop up.
Deleting the uproject causes unreal to force you to recompile- this seems to solve my issue !

atomic drum
#

So Megalights and all this new fancy stuff work flavorlessly in VR?

paper trout
#

hey has anyone had the grab component suddenly stop working?

#

even on the vr template map it's giving me grab failed errors

#

it is workng on a new project but the grab component code is identical

#

just the bog standard setup for it

paper trout
#

i know that's all a bit vague but im wondering if some kind of project setting got disabled or something?

sage gulch
#

Check to see if the PIE window is fronted; if not, the input will not arrive in the game

paper trout
#

i’ll try that! what does fronted mean exactly?

foggy steeple
#

Hey, my camera is freaking out on occasion while in VR on UE4. The tracking is working, but for some reason it flickers between the view being high above the player pov, or at the correct height

#

Any ideas what might possibly be causing this?

sage gulch
paper trout
foggy steeple
#

is there a way to change eye distance in vr? like the distance between each eye

rocky nexus
#

that is usually achieved by physically moving the lenses on the hmd

tawdry silo
#

Hey all, has anybody here successfully joined a listen server on pc from there quest ? I cant get it to work at all

paper trout
#

hi there - im back with my grab component error - after some debuging i saw the motion controller location isn't actually lining up with where my irl motionconrollers are - basically they seem to move in the oppoisite direction. does anyone know how to slove for this?

sturdy coral
quiet swan
#

Can anyone confirm if stencil buffer is working in unreal engine.5.4.4 and quest 3 I asked on the meta forums but they never answered https://communityforums.atmeta.com/t5/Quest-Development/Does-Stencil-Buffers-work-in-Unreal-5-4-4-and-Quest-3-its-not/td-p/1249493

#

I thought I remembered it use to work

quiet swan
#
sage gulch
#

is quest 2 capable of supporting all the same features of MR as quest pro / 3 / 3s?

#

specifically depth (not color passthrough, obv)

#

I guess this all leads to, do you have to build two separate packages for Meta store to support q2 without depth and more advanced features for q3 that require depth?

#

or is it possible to toggle Depth in the compositor at runtime depending on device? or what 😅

tawdry silo
#

I am creating a game that was a default VR template at the start. I have it setup so the server is a mouse and keyboard with a custom pawn. The clients are VR pawns. Everything works ok, create session, join session etc. On mac when i open the game as the server i get a stereo view with no menus, mouse control etc Dos anybody know why this only happens on mac not windows ?

paper trout
#

hi all - does anyone have tips for setting a character's position to match the players eye line? i've sort of been hard-setting it in the relative transform in the blueprint but get somewhat mixed results

grand rampart
#

why my laser pointer touch component only when match depth axis

grand rampart
#

i want to make mouse over but with laser pointer in vr how to do it

paper trout
grand rampart
#

mouse click work i have them, where i need, i just want hover

#

actually i did it, i wrapped entire widget in button he has hover event

#

but it seems to me, unusual

rocky nexus
#

that usually checks if widget is interactable, such as button, before the pointer is visible

hallow knoll
#

If you call Enable HMD = False, make sure it's not only called on the server, but the client as well since it sounds like you're using a listen server

grand rampart
#

thanks i use button but i have another problem

#

Im trying to make a hand menu and try to make it toggle, but when i set it visibility to false it still hits laser
so i tried to refference widget inside and go straight to widget parent and set it hit vissibility to collapsed but dont work, pointer still stops on menu

#

hand menu is placed here in vr pawn

flat shoal
#

Anyone been here? I'm not using the VR template (project originally predates it) so I'm trying to figure out how to add rotation to my teleportation. Anyone comfy with the math behind this? The teleportation target needs to be lined up with the camera, which is offset from the pawn actor. (I think the location maybe works "for certain rotations" since that's lifted from the VR template, but the rotation does not since the VR template seems to work differently in that regard.)

solid drift
# whole nimbus Did you figure this out?

I’ve managed to achieve the intended alignment through some unique methods. However, I would prefer if the Quest system itself allowed for setting the origin's position and orientation at the system level. Headsets specifically designed for large spaces typically offer tools to adjust origin position and orientation directly from the system. They also enable the export of spatial data, including position and orientation details, for local transfer to other headsets.

flat shoal
flat shoal
#

unreal hates me today

#

this is literally a BP project, how the F do .cpp errors suddenly pop up... the only thing I changed was this... (and accidentally launched SteamVR in between)

flat shoal
west fern
#

Using UBIK yields this error, I used the package as is and haven't touched anything, do you guys have any idea? It was working yesterday, without any issues 🙂

paper trout
#

i'm trying to set up a thing in VR where you need to make a bridge across a gap using physics objects you can grab and place. one issue i've been having is my player characters hand knocks everything away before i can grab them does anyone know how i might be able to solve this?

grand rampart
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I have a problem

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Grabbing object destroy ability to set its world location

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I dont know how to repair it

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Physics off

paper trout
grand rampart
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Im working on vr project and i have actor with cube static mesh and widget with button and hover event inside alongside with grab component

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When my laser pointer from controller pointing on button everything works fine im able to move actor

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But wyen i grab it it lose ability to move

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Similar problem some had here

paper trout
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the first thing i would try is on the events instead of "Triggered" try "Started" idk if that will change anything though

#

the bools you're setting could also be tripping up so maybe looking back into how they're being set could cause this issue

grand rampart
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no in my bp everything is okay, its working till use grab component

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as you can se someone has the same problem

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i think it may be problem with parent attachment in grab component but im not sure

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ill try check if hover still works after grab

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or maybe physics something broke, i dont undertand exacly what grab component does but there must be something

grand rampart
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yup hovered still recognized

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object is still valid

bleak blade
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This does not seem to work for rotation. As soon as rotation is done the character snaps back to its original rotation im moving capsule component

charred portal
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Please visit and upvote to get more eyes on this.... Just added a repo for 5.5 preview

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And I can confirm it's not PIE only. I have patched each 5.4 hotfix and plan to do so for forward rendering in 5.5 once it comes out of preview if it's still an issue

#

you can disable instanced stereo currently or pull the shaders git repo for each version I've posted which includes a git diff for each change since the original main CL

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It affected quest stand-alone mobile multi-view as well but I'm not sure about 5.5 preview as there is just too many compilation errors for me to take the time and try to manually port the current MetaOpenXR sdk/plugin

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I'm really sorry as I do wish I could be more help with this part 👆 but my day job and studio projects and family keep me pretty tied up

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On a side note "as far as I can tell" deferred and VSM seems to be fixed in 5.5 preview. Only CSM is currently affected in both shader paths.

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@sturdy coral you'll see I also commented on the CL in main. The way the flags are used for PIE preview makes it about as clear as mud to follow in the ush because they use the instanced stereo and mobile multi-view flags during "android preview" as a fallback for PIE and it's very very poorly documented on where and how this is done. The crosstalk here between deferred and forward rendering CSM just tosses the complexity over the edge 😫

sturdy coral
charred portal
sturdy coral
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I don't see my comment there

charred portal
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Oh I'm sorry I was saying I commented on the CL not that you commented ... I was just continuing the convo from your link to the forum post I recently updated and the discussion there was around if it was a PIE artifact or runtime.

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you were talking here with another member about apk vs PIE artifact

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Depending on the 5.4 version having instanced stereo checked somehow would also negatively impact mobile-multi view but I can't recall the version. Otherwise you could disable instanced stereo and leave mobile multi-view enabled and it would be fine on the apk side

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Also if they are on the meta fork I have a diff showing that the ush shadow projection code was modified and likely doesn't suffer from the same issues that launcher would

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I need to pull the 5.4.3 meta fork in for diffs 😅 also at some point

charred portal
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there we go .... Updated to add 5.4.3 meta fork shaders for diffs. Kinda helps paint the picture on what they are doing to skirt around some of the launcher issues.

grand rampart
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No one will help me???

timid iron
#

Hello, i'm new to Unreal. Both in the VR template test project and in my own, I see that the teleport square is a rectangle. is there anyone who can tell me how i can solve this problem? (Unreal 5.4.4)

rocky nexus
#

afaik that is supposed to be defined guardian area, it updated in the blueprints somewhere

charred portal
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@timid iron I noticed this in ue5.4 as well and it appears to be corrected in 5.5 preview

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I don’t think it correctly detects the defined guardian bounds in 5.4

timid iron
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I see, thanks. I'll try to modify something regarding the guardian bounds in the blueprints

broken moat
#

Hello,

I’m having an issue with UE 5.2’s VR preview, when I hit the button it displays on screen in the little box (poorly) but will not show in the headset while running any blueprint code, I disable my blueprint code and it will run, but all my code does is spawn objects into the level, I’ve only just started building my game so there really isnt much going on yet, I’ve had nothing but trouble with UE5 since I started using it and I’m thinking that this might just be yet another set back if the editor is just outright broken for VR development.

simulating in the editor runs perfectly fine, its only vr preview that refuses to run.

can anyone help a brother out, I keep getting waylaid by UE5’s issues and have already had to restart the project twice due to broken issues with VR on UE5.5 and 5.3, I’d prefer not to have to go back to using UE4, but thats started to seem like the only available option.

paper trout
broken moat
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other than basic movement controls on the vr pawn this is the only code running, the first one runs a code checking the number of road blocks in the level (should be one) then adds another along the path at a target location, pretty simple stuff, it procedurally generates the road your standing on as you progress.

The second part adds street lamps along that road and checks every 5 seconds to see if that part of the stage is cleared if it is cleared then it delete the street lamp which directs you to the next area where the lamp is illuminating the road, once you reach a target point on the second part of the spawned level the first one is destroyed to save on overhead.

the third part spawns procedurally generated shops at a target location, so every time you load the game it looks different.

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fourth part you cant see, just checks where the player is using a box collider and puts a barrier up behind them so they can't walk back once they've progressed forward.

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this is the result

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turns out pretty nice and runs fine in simulation but craps out with tremendous lag in VR, I got the vr preview to start by using a delay before spawning the objects, so I can preview it now, but the lag makes it unplayable even on low settings, I have a feeling unreal engine 5 is just broken for vr development and I may have to start again on UE4.27, which is what I used perfectly fine for my last game. @paper trout

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the headset is doing a weird shaking thing as well, I'm using jakes mimic pro IK for full body tracking on the pawn

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which I had working fine before starting the level design

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considering I've barely done anything as of yet, I didnt expect to be having severe lag issues already

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this is what the roadblock blueprint looks like before anything else is generated, all shadows are turned off on the roadblock to save on overhead

paper trout
broken moat
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@paper trout gah I was hoping ue5.2 would work as I've already had to remake it twice on 5.5 and 5.3.2

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both of which are broken for vr dev atm

paper trout
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my projects work pretty fine for 5.3

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what computer specs do you have and what headset are you using?

broken moat
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Device name DESKTOP-2E8TLL3
Processor Intel(R) Core(TM) i7-10700K CPU @ 3.80GHz 3.79 GHz
Installed RAM 32.0 GB (31.9 GB usable)
Device ID 5651051D-7426-422A-A8B5-74D416264436
Product ID 00330-80000-00000-AA233
System type 64-bit operating system, x64-based processor
Pen and touch No pen or touch input is available for this display

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3090 gpu

paper trout
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5.3 should be fine with those specs

broken moat
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vive pro 2 with wireless adapter

paper trout
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what headset?

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gotcha

broken moat
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5.32 had issues where one eye would not render shadows and the other would deform them

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an issue not present in other versions, same for 5,5

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its a known bug thats been going on for the last 6 months

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epic games hasnt addressed the issue

paper trout
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i have that issue in 5.4 but not 5.3

broken moat
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i got it in 5.3 as well

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slightly different but still present

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does 4.27 still have raytraced lighting and shadows?

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or it lumens global illumination just a ue5 feature?

paper trout
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ah the raytracing could be messing you up

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lumen is a 5 thing

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try turning off ray tracing and see if that fixes it

broken moat
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alrighty, hopefully I can still keep using the volumetric lighting for those lamps with raytracing off, not going to look anywhere near as nice now though 😦

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If the lag persists after turning off raytracing, I'll just downgrade to 4.27, never had any issues with the editor on that version

paper trout
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it seems like you have a lot of different things happening that i couldn't pinpoint where you're getting lag but i'd start there at least and see if it has an effect

broken moat
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i tried tilda key profilegpu, but it wasnt giving me any reason to believe its my scene thats causing any lag

paper trout
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you're not also simulating water physics right?

broken moat
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no its a plane and texture

paper trout
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it could also be your wireless connection if its working fine in the simulation

broken moat
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might be vives wireless is always glitchy at best

paper trout
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yeahhh ive found that a lot of my problems are connection based even w the quest pro

broken moat
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I might buy myself a bigscreen beyond hmd, just because its not as clunky and will be easier to dev with

paper trout
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i got virtual desktop for that reason

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quest link just outright hardly functions

broken moat
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yeah wireless vr is awesome, but it craps out wayyyy to much

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i destroyed my first vives cable by twisting it too much and thought wireless would make that issue go away

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turns out you just get a worse experience in the HMD more overhead and disconnection issues

paper trout
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you should get a new cable and test it in your 5.5 project and see what happens

broken moat
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I've got one laying around here somewhere, will have to go hunt for it

paper trout
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yeah i'd try that too so you can rule it out

broken moat
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i'll try the raytracing first though, thats just a couple check boxes

paper trout
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good luck!

broken moat
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thanks for your help matey

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i'll let you know how it goes

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thankfully using screenspace(beta) option makes it so that there is no difference in lighting visuals, cant see any difference in framerate, I'll check the hmd

broken moat
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@paper trout yeah the raytracing was causing all sorts of issues, everything seems to be working now, so basically raytracing doesnt work for VR., not an issue screenspace does just fine

paper trout
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quick question the default grab component with the vr template only turns physics sim off on grab not collision right?

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and if so should i be turning collision off as well?

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i basically want my larger grabbed object to not sling my character across the room when it touches me

gusty plume
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in UE5.5 VR template, I noticed that dynamic shadows are renderd only for one eye, not two. Have you noticed that? or is it a bug I'm having? Note: it's a new out-of-box poject, I didn't touch a thing.

serene rivet
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Does anyone have a solid PCVR Mixed Reality Capture option for UE5.4? Most docs point to LIV but there's a gap atm - they only have support up to UE5.2 available for the SDK while they work on a new "Presence Platform Recording"

subtle trout
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I want to get when user mounts and unmounts the headset in b/w the game and want to restart the level when remounted , in unity they have user presence but couldn't find anything for unreal

charred portal
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Can likely wait on preview 2 if there is a release cut... looks like there has been a good bit of source movement

real needle
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hello! I have a problem in unreal engine: so I have a problem with the VR preview not showing in unreal engine 5.3.2. for some reason I have everything set up for the oculus quest 2, even the developer mode being on all the time.

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i even got the appication and oculus link. everything.

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please ping me if u do have a fix.

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anyone

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it also has to do with the set preview steam openxr runtime only showing though the vr preview and not the oculus openxr runtine which i wanted.

charred portal
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Finally ❤️ 💯

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quick cherry pick on top of 5.5 -Preview-1 release tag

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Note: it appears build all isn't rebuilding reflection probe captures so rebuild them manually (seperate build reflections) in editor if you get a washed out white screen

grand rampart
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i created new project

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build it and got it from the get go

marsh salmon
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Is there a good baseline metric for how much more performant unlit materials are compared to default lit + static lighting on quest standalone? Does default lit primarily suffer from the lightmap texture lookups?

charred portal
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@marsh salmon it suffers from a heavier base shader cost

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You pay for normals and pixel shaders you wouldn’t pay for in an unlit pass

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Roughness, specular etc

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However the material and a lighting pass isn’t really where the true cost are

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It’s in the shadows if your dynamic casting, the texture lookup and memory requirements for each, and the light map resolution and lookup plus memory footprint if your baked

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So you can totally have lit shaders without casting shadows or baking lights and do modulated or some other shadow method (blobs) vertex painting and be able to pull off a great stylized look, use a single small color palette texture and vertex color map to it for all your geometry (shared single material) and lean on retro methods

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And be really performant

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You can get so much out of this 1 texture ref

marsh salmon
# charred portal So you can totally have lit shaders without casting shadows or baking lights and...

I can totally understand that approach for dynamic objects like the character. I'm more curious about the environment art materials here though as I was REALLY hoping to use light bakes to create some nice moody contrast in my scenes. I hate the way most unlit projects look totally flat. Regarding vertex painting for shadows: how is this more performant than using the lightmap? Don't they both require an extra texture to assign the light/shadow? I feel like vertex painting is going to slow me down considerably as well if I have to manually paint each object.

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I will probably just have to try both and see how many assets I can squeeze into my scene before I start to get frame drops

charred portal
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You can totally get away with lightmaps for quest

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Just pay close attention to the density and the resolution

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Was just offering some advice and options

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Dynamic lighting isn’t the enemy either

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Just stick to a single directional stationary and keep the csm distance really close

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Don’t cast from any movables like points

marsh salmon
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I'll give those a shot and see what works, might also need to lean on my level layouts. I think most of my scenes will be interior so hopefully I only need to load a room or two at a time. Appreciate it!

dreamy portal
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hi guys. I use macOS device. how to connect my VIVE HTC VR Device to UE 5

devout cairn
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Hey everyone! 👋 I'm working on a VR project in Unreal Engine 5.3 and trying to swap out the default robot hands with Meta Quest controllers. I’ve already downloaded the Meta Quest controller models from Meta’s developer site, but I’m struggling to get them set up correctly in UE 5.3.

Most of the tutorials and videos I’ve found are for UE4, and the steps don’t seem to work for UE 5.3. Has anyone here done this in UE 5.3 or know of any good resources/tutorials that go over it? Any advice on configuring the controllers and setting up hand tracking would be super helpful. I really appreciate any help you can provide.

paper trout
whole radish
whole radish
devout cairn
broken moat
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Hello I need help pretty badly, I had my project set up perfectly then ruined my vr pawn following a bad tutorial on youtube which broke the skeleton of my pawn, so I decided to try to make a new pawn and moved the pawn blueprint into another folder not realizing that doing that would break the input controls for the pawn, now I have to try to fix it and have no idea at all how to fix it

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I've reconnected all the broken blueprint that i can see but i'm still getting nothing for input

broken moat
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ok tried to fix everything but broke it further to the point where I had to delete every reference to the vr pawn and start all over again

broken moat
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migrated my vr pawn from a backup on my project

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but now the grab function in my pawn is broken and isnt showing any errors or reasons why that should be happening

#

this is seriously hellish

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wasted an entire day because of a shit youtube tutorial

broken moat
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ok fixed the grab function by migrating my inputs folder from an earlier backup then deleting the old grab component blueprint, I had two and the pawn was trying to use one while the object where using another.

fleet blaze
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Is it possible to render hands and hud(3Dwidget) before any geometry? While depth testing work for hands and hud, so it intersects correctly

limpid widget
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You mean render it prior to geometry, or render it so that it is always in front/on top of geometry?

You can in the material, but then depth testing / intersect is no longer happening .. Because thats exactly what you disable here. How should it handle intersection and depth AND be in front of everything?

rocky nexus
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i think the goal is for hards to be always in from of hud (or other way around) and both in from of everything else

fleet blaze
limpid widget
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yea that is the tricky part. You can disable depth in the material, but it disables it for all, even for eachother.

whole nimbus
#

Would be interested to know what everyone thinks here about the VR market, and why youve chosen to develop in VR. I figure most of us did it for ourselves, as if thats the game we wanted to play, but wondering if anyone has any good business metrics or points for developing in VR either now or in general?

For me it was personal, its the game I want to play right now, as well as trying to time the next VR cycle with the Deckard. News on the deckard has been slim and im afraid targeting 2026-2027 pcvr might not play out like I was expecting, if all we have is the quest 4 at that time. Smaller pond, less competition, less reward, but im a 1 man operation and a small reward would be huge for me.

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I also thought certain big things would be easier in VR, like main character animations which come from the player moving the FBIK, but of course that turned out to be way off. Its incredibly cumbersome to setup things like widgets, deal with cameras or sequencer, things that usually just work in pancake games.

charred portal
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Just wanted to mention when cutting a video to show pulling multiple forks into a git repo and showing how to set upstream per branch I realized I was tired of dealing with git's Web UI limitations for upstream forks/branches so I created a feedback suggestion for improvements. For anyone managing both the UnrealEngine fork and MetaFork in a single repo this will likely hit home for you 🙂
https://github.com/orgs/community/discussions/143235

GitHub

Select Topic Area Product Feedback Body Use Case Working with Unreal Engine forks that track different upstream sources (Epic Games and Meta/Oculus). Currently managing: Standard version branches (...

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For "context" you have to uniquely name branches "example 4.27" across forks in a single repo and gits UI by default looks to the release branch repo wide which would be destructive if you were to sync that from that UI element.

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local git behavior git branch -vv for example along with tracking works as expected

charred egret
#

Can anyone help please. First time adding VR to my Unreal 5.4 project. Installed the Meta plugins (I have a Quest 3) and went through the MetaXR setup steps. Then my project crashed and I can't open it. I moved the plugin folders out of my project folder and UE noticed that and asked if I wanted to disble the MetaXR plugin. I said yes, but it still crashes.

broken moat
#

hi I need help

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i have a collider on a character and when its overlapped it is meant to play an animation, I had it working before, but once I restarted the editor it just stopped working

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now when its overlapped it just snaps to the end of the animation and permenantly freezes

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anyone know whats going on?

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pause animation was selected and i forgot to turn it off

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nvm i am a stupid fucker

paper trout
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this is the result while grabbing

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and this is the attach parent macro

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i've already confirmed the socket name is passing through correctly but i don't understand why the free grab objects are not attaching correctly

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any advice would be massively appreciated

paper trout
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i think it has to do with physics simulation being activated on the object i'm grabbing, but wouldn't physics simulation be needed for the grabbed object to hit stuff away like a baseball bat for example

abstract basin
#

Hi everyone! I’m considering getting a Meta Quest 3 (128 GB) to use for VR development with Unreal Engine. Has anyone here used it for Unreal Engine projects? Is it powerful enough for handling complex scenes, or would I face performance limitations? Also, are there any specific challenges or workarounds for connecting it to Unreal Engine?

rocky nexus
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Yes, extreme limitations. Its a mobile device with tiny power budget that need to run stuff at high resolution and 72+ fps

limpid widget
#

Do you want ... to run Unreal Engine on the Device? Because normally, to develop, you have a PC and connect the HMD with the PC and then develop like this. There's a "VR Preview" Button once you have a HMD connected to your PC.

Overall, Meta Quest 3 is (for me) the best device to develop for VR.
So, yes, I have used ot for Unreal Engine projects.
If you develop a PC VR Game for it, the HMD does not matter (except their Resolution), instead the PC is the one running everything.

If you develop a Standalone VR Game (so you package it as an .apk as most HMDs run android), then it runs on the HMD directly and there, the Quest 3 you selected is the best device imo.

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Through most of us still make the game compatible for Quest 2, but you can target Quest 3 alone too

cyan tendon
#

would someone be able to confirm that Nanite and Lumen works in VR? (highend VR, not mobile VR) should forward shading be used with Nanite and lumen? what would be the most sensible VR setup currently for UE5?

abstract basin
buoyant zealot
royal plume
#

I could really use a hand here, what's the deal with Android File Server (AFS) and how does it play with meta quest development these days? It makes an extra APK when building (I think that's what the AFS prefix means), I'm not sure if it's needed, where it should go, or if I'm good to ignore, etc. or what AFS even does or if it can be disabled as a plugin and I can't find docs on it seems. Any and all info would be awesome!

buoyant zealot
#

is the apk in the shipping build? i have the assumption that it's used during development to make differential deploys (so that it only updates the data that changed since the last "upload")

royal plume
royal plume
#

Did you ever figure this out?

old cypress
# royal plume Did you ever figure this out?

well when you install an apk, a folder inside an android path is created, if you manually place the obb file there, it works, but I think meta was sending the same message for every issue, cuz using the developer hub, you send the obb.

royal plume
old cypress
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well if you package the data inside the apk, the obb is not generated, ignore the one you had, if it get stuck loading it might be something else, cuz if not, you should see the obb message

royal plume
old cypress
royal plume
#

It works when the data in the obb is part of the apk, but that won't work long term because of the 1gb limit on APKs

old cypress
royal plume
#

Solved, I was being dumb and didn't read the meta docs carefully enough. I was treating my main apk game data obb as a persistent DLC obb and so then when it got downloaded from meta to the headset it was stripped of the version number so of course the apk couldn't find it and failed to load lol

hallow knoll
# royal plume I could really use a hand here, **what's the deal with Android File Server (AFS)...

Android File Server is our process of deploying the application on device. In 5.4 and later versions you should use it. We won't be able to use ADB for much longer due to new Android Permission requirements (my best understanding of it). I'm not sure what you mean with the "extra apk"? If you have any issues w. AFS please report them as we've been specifically adressing AFS and Meta Quest lately.

royal plume
hallow knoll
royal plume
ancient estuary
#

Hi
I am making a flight simulator in VR , my aircraft is the first person , so i am confused whether should make that aircraft a pawn or Character , keeping in mind about the jittering in multiplayer,

ancient estuary
buoyant zealot
#

i would keep your focus on #ue5-general if no one answers there you can ask in another channel later

#

maybe #multiplayer is the best place since you care about network lag

ancient estuary
#

okay

wintry crown
#

Guys how to disable Roll rotation in HMD VR

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i want to block only roll rotation

rocky nexus
#

why would you want people to puke like that

wintry crown
#

its requirement

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for the game

#

we are trying out something

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anyidea how it can be achieved?

silk lodge
#

that sounds like it would be incredibly uncomfortable

shut nexus
#

Anyone using the Varjo headset for development? I'm asking because I may have question about Ultraleap handtracking. Thanks!

rocky nexus
#

probably a better idea to handle it in different way, like fading out view when player look away or some such

sturdy coral
marsh salmon
#

Has anyone experimented with landscape actor vs landscape static mesh performance on quest? Not just poly counts, LODs, and materials, but also curious about collision. It seems like it would be a bad move for my pawn to have to load a giant static mesh's complex collision for pathing, but I don't know how the landscape actor handles this. Thanks

paper trout
#

hi all - having an issue where my grabbed objects velocity is printing as 0,0,0

can anyone help me figure out why?

sage gulch
paper trout
paper trout
sage gulch
#

Try printing the component names and check if it is getting the right thing maybe?

paper trout
#

and it's just printing as 0,0,0

#

i figured it out!!

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thanks @sage gulch !!

rocky nexus
sage gulch
#

Think I have seen that a while ago, but I would have to hunt around to see what I did to work around it

paper trout
# rocky nexus useful, how?

so i’m using the gdxr plugin and throwing objects for me wasn’t working because the object throw vector was being multiplied by my player velocity (which was set to 0)

broken moat
#

ok I'm having an issue with the editor again, I was just working on smoothing out animations for the last two days and haven't touched the project settings or my vr_pawn at all, yet when I went to view vr preview today, I got this flat screen and nothing in my hmd.

#

the hmd is still on the steam home menu

#

anyone know why the editor would turn my camera into a flat camera instead of a vr one?

broken moat
#

per posterity I fixed this by restarting the editor and steamvr

sage gulch
#

Do passthrough pixels need to be meshed or tracked to get depth composited, or will any random tree branch do it?

royal plume
charred portal
#

@royal plume that is for 5.5 preview 1

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I have a shaders fix for 5.4 that doesn’t require source

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Since it’s purely .ush (shader code)

#

This can simply replace your launcher engine shader directory for 5.4

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But yeah you can see here on that link you shared the commit and the branch name

royal plume
#

Awesome, thanks!

sage gulch
#

how can I get /OculusXR/Materials ? 😛

#

e.g. PokeAHole

sage gulch
#

I tried making a new VRTemplate project and included Starter Content, have Meta XR Plugin enabled, and don't see any other XR Materials downloads anywhere...?

sage gulch
#

stupid content filter 😅

sturdy coral
paper trout
sturdy coral
#

ah

sage gulch
#

in the legacy pawn setup you gotta do something akin to this perhaps

#

e.g. still need to get Motion Controller component despite having a reference to the Actor, or whatever

grand rampart
lofty helm
#

How can I make a VR oculus quest Variant Manager Configurator in unreal engine 5? Is there a video or something?

sage gulch
#

is there a flag or setting that allows the game to persist when the user steps out of boundary?

rocky nexus
#

no, thats the OS that is doing that, steamvr/meta/etc

charred portal
#

meta or vanilla fork?

#

which metaxr plugin version or "default openxr?"

grand rampart
#

5.4 meta xr problem seems to be when meta plugin on

dusty herald
#

Hey does anyone have experience setting up Unreal for HTC Vive (pro). I am having an issue installing the vive openxr plugin where UnrealBuildTool gets stuck when I build the project (so the plugin works with my unreal verson)

https://forums.unrealengine.com/t/unreal-engine-build-tool-seems-to-get-stuck-after-unrealbuildtool-compile/2118218?u=crazyhooligan77

Epic Developer Community Forums

Hi, I am trying to build Unreal Engine 5.4.2 with the Vive OpenXR plugin. This works fine on my laptop but I need this to work on the PC connected to the headset. Building without the plugin works but when I add the plugin it gets stuck here: Determining max actions to execute in parallel (8 physical cores, 16 logical cores) Executing up to 8 ...

pine elbow
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Is anyone here successful in setting up a faked ‘mirror’ using a SceneCapture camera -> render texture for Quest 3, running on device only / non-PCVR?

rocky nexus
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kinda expensive but works fine

pine elbow
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Is there something specific in the texture or shader that needs to happen? I just get the grey, default shader with any settings change I’ve come across 😪. I’ve used render textures in PC games plenty of times, but I seem to still be missing the key step in getting them active for android / Quest platforms…

rocky nexus
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its been quite a while since ive set it up, here are some of the settings that might be relevant, it is set to capture on frame as needed. material is a simple unlit one that uses that rt

pine elbow
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Thank you, will try this out!

rocky nexus
toxic yoke
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Hey,
Do you have any tips how to correctly sample a Render Texture (rendered thanks to a SceneCapture2D) inside a post process, but for VR ?

It works well in the editor (or any "2D flat screen projection"), but for VR and the two eyes...

In my post process, I blend the PostProcessInput0 buffer and the RenderTexture, to fade out the whole word with another "sub scene" which is rendered by my SceneCapture2D

restive dome
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Hey guys, my team and I are running into an issue and I was wondering if anyone’s solved this in the past.

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So we have a gesture control system in our game, and it’s working when we test it with keyboard and mouse. Unfortunately when we use the game preview thing in UE5 to test the mechanic with our VR controllers, the game is not picking up our controller inputs.

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According to ChatGPT (not the most reliable source, hence why we’re looking for a second opinion here lol) UE5 won’t register these vr controller inputs until we package the game… this seems like a huge pain in the ass that would massively slow down testing and development, so I figure there’s no way that ppl haven’t solved this issue in the past. How did y’all get around this roadblock?

restive dome
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We have tried implementing SteamVR into the project too with no effect solving this issue.

paper trout
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hi all - i have a vr selfie stick with a spectator camera. i'm trying to set owner no see on the stick part so only the player can see the selfie stick.

the weird thing is set owner no see is only working when the camera is locked to hmd. it becomes visible when the hmd isn't set to locked to hmd. would that be an engine bug or am i missing something?

sage gulch
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Maybe it's easier to just have the player detect when they have the selfie cam and enable visibility of a stick they own, instead of having the camera own the stick and try to juggle who can see it

sage gulch
rocky nexus
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app crashing is slightly different from not persisting... if its crashing you have a crash log, perhaps some behavior changes between versions

shadow nimbus
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What's the VR plugin recommendation when developing a VR game for both Meta Quest and PCVR? MetaXR or OpenXR?
I tried MetaXR with the UE fork from Meta, but the VR template start project wants me to also have OpenXR enabled otherwise it gives me these errors.

limpid widget
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MetaXR is just an addition on top of OpenXR

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So the real answer is: both

paper trout
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hi there - in unreal 5.4 i have a cine cam that when not locked to hmd causes my player cam to be really shaky how do i solve this?

digital cave
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Hi, my Meta Quest game is crashing on Quest and I can not figure out why. I have been trying to use Logcat to determine the cause of the crash. I have tried using logcat on my game in both shipping configuration and I built the game as DebugGame and unchecked “For Distribution” Both configurations do not produce a backtrace in logcat.

Does anyone have a suggestion for debugging my crash?

sage gulch
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Did you build the engine/editor from source? Afaik it is required to properly output a debug build
@digital cave

digital cave
digital cave
paper trout
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hi there - asking again on this hoping to figure out what's wrong with my setup

in unreal 5.4 i'm making a VR selfie stick with a cine cam that is not locked to hmd

this causes my player cam to be really shaky. I think the hmd is trying to pick up the cinecam as well but i have no references to it and can't seem to find a way to make the hmd ignore the cine camera completely

whole radish
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Hi every one. Have setup multiplayer for my VR project. please any resource on how to test VR multiplayer? assuming I have two PCs with two headsets 🙏

sturdy coral
broken moat
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hay devs, I've made a very cool physics based brawler and I need some advice on a bug

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I am trying to make ragdoll work on my ai's blueprint

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sometimes when I punch an enemy the ragdoll bugs out and the ai just goes stiff and flys around weirdly

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I have it set up so when enemy ai gets punched the top half of the body goes limp and reacts to the punch and recovers via timeline

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and if the ai's hp gets to 0 it simulates physics to ragdoll, the capsule stops collisions and the mesh starts collision, so they slump to the floor

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I think the timeline may be interfering with the physics simluation, is there a way to disable the timeline before it finishes?

paper trout
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i have a jank solution of locking the cinecam to hmd and setting its reletive location and rotation to where it should be every frame but obviously that's not ideal

sturdy coral
paper trout
sturdy coral
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but is the camera component's active thing set?

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and is it in the attachment chain to the main character?

paper trout
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its also set to be inactive

sturdy coral
paper trout
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ah nah if its that it was unchecked

sturdy coral
paper trout
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thanks charles you're a real one

grand rampart
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guys do you know what is this?

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shows after apk build after turning on plugin meta xr

digital cave
paper trout
sonic lake
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@paper trout can you please remove those private messages from this channel? We will handle this offline.

shadow nimbus
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What do you guys use to debug the GPU on standalone Quest?
I have a scene with a super simple level (no materials, just basic meshes and static lights) and the perfs are terrible. Unreal Insights mainly just says WaitFrame (37ms) so I'm guessing there's something really off with the GPU, but GPU won't show in Unreal Insights in standalone mode.

sage gulch
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MQDH has performance stats

sage gulch
broken moat
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@sage gulchI'll give that a go

digital cave
broken moat
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@sage gulch thanks for responding to my request mate, it worked a charm, I thought having a connection to the stop on the timeline would be enough but apparently I needed both to make it work 100%

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@paper trout just a thank you for helping people mate, we appreciate you, sorry that other dude was being a douche

paper trout
sage gulch
paper trout
sage gulch
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increase your room lighting or crank the cpu or set late latching or use a spring component

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it's still pretty janky

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any advantage or disadvantage to using overlay vs underlay?

sturdy coral
rocky nexus
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easy way to test, attach it to a controller

fiery isle
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I have a few actors placed in my AR game. Once I am overlapping with the actors, nothing happens.
The actor and the playerPawn have collisions.
The actor has OnComponentBeginOverlap(). But it only runs once if I place a new actor during run-time and within the range, never after that. It is not even detecting EndOverlap functions.
Is there a better way to do this??
If anyone can help me out T_T please

paper trout
paper trout
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the body tracking is still jittery at full battery but im gonna switch to the oculus fork to see if that helps

sturdy coral
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I think that HandTrackingFrequency setting may be specific to their fork, not sure if there is an equiv for pure openxr

dreamy ivy
sage gulch
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Seemed relevant 😁👋

dreamy ivy
paper trout
paper trout
dreamy ivy
dreamy ivy
paper trout
dreamy ivy
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I always get told of in here for posting stuff but i'll be doing another stream tomorrow 🙂

paper trout
dreamy ivy
paper trout
rocky nexus
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it is very unlikely that they removed stuff

dreamy ivy
rocky nexus
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seems to be happy in latest fork

dreamy ivy
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They should be in the Head Mounted Display Function Library.

paper trout
dreamy ivy
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Just had a look. Make sure the XRBase plugin is enabled in your project. There part of that.

paper trout
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oh sweet just enabled that

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fingers crossed

dreamy ivy
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It should be on by default but worth checking.

paper trout
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that did it!!

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ya'll rock fr im so appreciative of this community

dreamy ivy
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Glad to help, I dont always hang out in the Slackers Discord lol.

paper trout
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i know i was excited to see you in here

paper trout
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would ya'll know how to get marketplace plugins into the fork? i tried copying the plugins > marketplace folder into the fork engine plugins folder and got this

rocky nexus
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open it in ide and run it, for the incompatible you can just press yes

paper trout
paper trout
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the way i tried to build this in VS was by creating an empty c++ file in the project, closing the project, right clicking the project file to generate visual studio project files, then clicking build in VS

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unfortunately this didn't seem to work so any advice would be appreciated! these plugins all work in 5.4 but not when i open the oculus fork. any advice would be massively appreciated

sage gulch
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afaik if it's a c++ project to begin with you should already have a .sln, if you have a BP native project you cannot convert it, but you can migrate your data out and into a new c++ project

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for fun

vocal oasis
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Hi, does instant stereo work for nanite meshes that use masked materials?

paper trout
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hi all - i'm still trying to build these plugins for the oculus fork and am getting this error: C:\Users\cianf\Downloads\RokokoOculus\Migrated\HostProject\Plugins\Smartsuit\Source\Smartsuit\Private\VirtualProductionSource.cpp(17): fatal error C1083: Cannot open include file: 'lz4frame.h': No such file or directory

sage gulch
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plugins don't readily recompile if they are binaries and not source

paper trout
sage gulch
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Yes cpp plugins can recompile

paper trout
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sweet i'll try that!

paper trout
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so i think i've correctly rebuilt the oculus tracking plugin for the oculus fork but when testing the live link tracking setup i'm getting this error - Could not apply 'LiveLinkPreset /Game/OculusRetargeting/MetaXRLiveLinkPreset.MetaXRLiveLinkPreset'

has anyone here set up body tracking for the oculus fork? the movement sample project seems to have body tracking but this is eluding me

paper trout
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alternatively my tracking in 5.3 wasn't jittery so i'm wondering if i can do something to fix this in 5.4?

sage gulch
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took me about 200gb to build Metas branch of 5.4.3 :S

rocky nexus
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its 5.4.4 now 🙂

sturdy coral
# sage gulch took me about 200gb to build Metas branch of 5.4.3 :S

if you need to save space on builds you can use ntfs compression:

Compact /c /s /a /I /exe:lzx "D:\EpicGames\*"

not worth doing if it is a build you are iterating on with source changes as it goes away when the files change, but good for branches you aren't modifying or for launcher builds.

It compresses the .pdb files about 4:1 which are usually the biggest thing (only in launcher builds if you've added 'editor symbols for debugging' in options)

find /mnt/d/EpicGames/ -name *.pdb | grep -v ' ' | xargs ls -Srlh | tail
[...]
-rwxrwxrwx 1 charles charles  203M May  1  2023 /mnt/d/EpicGames/UE_5.1/Engine/Binaries/Win64/UnrealGame-Win64-DebugGame.pdb
charles@DESKTOPC:/mnt/g/EpicGames$ Compact.exe /q $(wslpath -w /mnt/d/EpicGames/UE_5.1/Engine/Binaries/Win64/UnrealGame-Win64-DebugGame.pdb)

 Listing D:\EpicGames\UE_5.1\Engine\Binaries\Win64\
 New files added to this directory will not be compressed.


Of 1 files within 1 directories
1 are compressed and 0 are not compressed.
212,692,992 total bytes of data are stored in 57,290,752 bytes.
The compression ratio is 3.7 to 1.```
sage gulch
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any ideas about this one? the docs show it with a translucent material, and I had one working despite it crashing, but now I can't seem to make another.. 🤔

sage gulch
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EnvironmentDepth node

digital cave
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Question for anyone who has released an app on the Meta Quest store: I recently published a game on the Meta Quest Store. On the Production channel I have version 1.1. I am working on a version 1.2 and want to test the apk on my device. I have uninstalled my app from my headset, use Meta Quest Developer hub to install 1.2 of my app, and I am not able to launch it. The app installs correctly but the launch button in meta quest developer hub is greyed out. In my headset the app does not show up in unknown sources, and it shows my app is not installed.

Is it not possible to 'sideload' new version of my app? I do not want to push a build to a release channel just to test on my headset.

digital cave
rocky nexus
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Never had an issue like that, new version works fine. Though i use version with different package layely

sage gulch
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For Distribution is for iOS

bleak blade
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How do I go about making weighted grab like S&S to where I can grab tools like knife with specifies grab point & animation

paper trout
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hi all - I'm trying to create a movement threshold where if i turn my head or move it too much, the full body character i'm using won't move unless the threshold is crossed. i've tried getting a distance vector between the camera and collider and if the distance is greater than the Movement Threshold, the character actually moves in room space. unfortunately i don't think this method is quite working and any advice would be appreciated!

sage gulch
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the source for the node references an include file that I don't see anywhere on GitHub, not sure if that's the nature of the error
#include "MaterialExpressionEnvironmentDepth.generated.h"

sage gulch
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it crashes the entire editor in both 5.4.3 and 5.4.4

paper trout
sage gulch
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yes

paper trout
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oh dang that's good to know

sage gulch
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5.4.4 released while I was building 5.4.3 😂

paper trout
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lmfaooooo

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sorry that issue isn't working for ya

sage gulch
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if you have meta 5.3 installed, would you mind testing that material node?

paper trout
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yeah let me load it up real quick

sage gulch
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bearing in mind that it might crash your editor session

paper trout
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eh its all good setting up the fork has been a total disaster for me on the plugin front anyways

sage gulch
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I can get it to preview as dithered or set to masked without it crashing, but trying to actually get it set to an opacity other than 0 will set it off, or setting the material type to Translucent

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yeah plugins can definitely be a pain, as well as the difficulty in reverting to previous versions

paper trout
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yeah i think that was part of it. will def be trying the 5.4.4 fork when i regain my courage

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loading up 5.4.3 fork now

sage gulch
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oh I thought you had 5.3.2

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pretty sure you'll get the crash in 5.4.3 but who knows, maybe your setup is different somehow

paper trout
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oh sorry i read that wrong

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yeah its up might as well test it

sage gulch
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I've gone through and set it to vulkan preview and soft occlusions and various things to no avail

paper trout
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can you screenshot the material setting that's crashing

sage gulch
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you could probably pipe EnvDepth direct to MakeFloat3 for the same effect with less effort

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in terms of testing the stability that is, it would look different visually if it worked

paper trout
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sheesh it crashed when plugging hsvtorgb into base color

sage gulch
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yeah

paper trout
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sorry man that blows

sage gulch
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it seems like occasionally it will work briefly and I've looked at the source a bit, but yeah..

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idk

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it's basically why I built the editor from source, cause I wanted that one node for vfx 😆

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good experience otherwise, I suppose

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" "

paper trout
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i just need to get live link tracking working on the dang fork it's been driving me insane but i'm hoping it could solve that weird tracking jitter problem i was having

sage gulch
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you can use a camera spring as a low pass filter

paper trout
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is there a way to bypass the enviroment depth? what are you trying to accomplish it

sage gulch
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though it will incur a sort of latency

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ah I just thought it might look neat

paper trout
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yeah i've considered that but its not the camera causing the jitter. even dropping the animation blueprint in without anything connected to it causes the jitter

paper trout
sage gulch
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camera springs affect all components under their heirarchy, just set spring length to 0

paper trout
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OMG i'll def be trying that holy cow

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jeez i came to help you and you helped me

sage gulch
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you can enable position or rotation lag independently, set max distance, & per axis iirc

paper trout
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gosh i can't believe i didn't think of that

sage gulch
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the component label is a bit misleading about its potential utility 😉

paper trout
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for real dang excited to try that

sage gulch
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it's tough cause you don't really want lag, but maybe you only need it on position and less so on rotation

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there is probably a better way to do it

paper trout
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yeah i think i just need it on the y

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its so weird it didn't jitter in 5.3 but it does in the gdxr template for 5.3 so i'm assuming there's some setting in there causing it

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worst case the mocap suit doesn't jitter so it will only affect the hands and head at a smaller scale worst case scenario

paper trout
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@sturdy coral i'm back trying to get a movement threshold working so my small head movements don't move the entire body
this setup technically works but it's still jittery movement. is this similar to how you set yours up?

sturdy coral
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Start moving threshold bigger than stop moving threshold (known as a deadband in control theory https://en.m.wikipedia.org/wiki/Deadband, like how you don't want a thermostat to turn AC on and off at exactly 72 degrees being crossed or it will constantly turn on and off every few seconds, but something more like on at 72 off at 71)

rocky nexus
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anyone had an issue with a busted niagara effect in right eye on quest 3? there are gaps in it :/ 5.4.4

hallow knoll
rocky nexus
# hallow knoll It could be this issue, but difficult for me to tell if it's the same: https://i...

ive tested it before with opaque material with same result, same effect works in my other project using same engine version and same settings (likely something in inis that i did miss). Sprite particles work fine, this is ribbon tube if its not clear. Disabling instanced stereo didnt help. I just retested with opaque material, no dice. ill figure it out sooner or later... thanks! E: but the sample 'dynamic beam' doesnt :x

paper trout
sturdy coral
paper trout
worldly peak
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Android packaging error because of Android Grandle

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v5.3.2

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It says to use Android SDK 34 but the highest SDK 5.3 uses is SDK 33 because of metaXR gives an error on Android SDK34

atomic drum
paper trout
rose thistle
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Hey guys
Can someone help me with Setting up multiplayer game in VR with dedicated server, which subsystem to use to make it work, and how to make it work, as i could not find anything related to this

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Also do we use different source code of unreal engine for vr?

sullen vortex
# rose thistle Also do we use different source code of unreal engine for vr?

You can use Epic's Unreal Engine source code or Meta's fork, i personally use Epic.
About setting a dedicated server, there are a lot of options out there, same goes for subsystems. I recommend you to use epic online services since its ok if you are starting from scratch and you will find a lot of docu. Hope it helps!

rose thistle
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Thanks malcraido, i was also doing research and found meta's sharedspaces sample which is also using eos and platform so i am trying that

bold falcon
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For quest 3: I'm wondering which spatialization mode I should choose in my sound attenuation settings, panning or binaural

rocky nexus
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dunno, but i couldnt hear a difference when ive tested it 😄 some proper info would be nice

near mulch
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Hello people so I am trying to setup vr for my project but the thing is its like glitching for some reason
so in the video you can see both of my eyes the left one is well my left eye and the right one the chrome window is my right eye and its like glitching for some reason

near mulch
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I am on 5.4 btw

sage gulch
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The right eye has been bugged in various ways for numerous releases now.. consider disabling Nanite, Lumen, adjust Stereo Instancing, cross your fingers, etc

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Audio sounds will not localize without an attenuation profile set

near mulch
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Yeah I tried downloading ue5.5 in hopes that it has been fixed but I still need to do some manual fixing in my cpp source code because well I used a lot of deprecated stuff and now the project won't compile :/

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I guess epic doesn't really give a hell about VR anymore

sturdy coral
sage gulch
near mulch
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So I would need to disable global illumination with lumen, same with reflection, shadow maps?

near mulch
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Okay so the main reason that was happening was because of nanite

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the moment I turned it off it worked

thorn ridge
frail otter
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Hey guys is there a way to get the oculus keyboard to show if i am building as a windows game?

tropic grotto
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Some Niagara particles / VFX only render in the left eye when I have "instanced stereo" enabled. What is causing that?

tropic grotto
sage gulch
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try digging around for either a Niagara pref or possibly a Material pref, I think Niagara is supposed to support instanced stereo..?

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maybe turn off Nanite even if you aren't using it 😛

nova axle
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Idk if this is the right place for it (If not please point me in the right way). I've been trying to develop a VR application aimed at the quest 2. However, I found out that when trying to run it on the headset this is what happens to the landscape: https://imgur.com/a/c0UW4ai . The same happens on a preset "open world" level. I have shader model set to "Android Vulkan Mobile", although this also happened on the standard shader model 6 platform preview. I have no idea how to solve this or what to do, any help appreciated. UE version is 5.4.4

sage gulch
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maybe turn off Nanite even if you aren't using it

nova axle
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I did turn off all instances off it i could find in project settings

sage gulch
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now do Lumen 😂

vivid snow
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Hi, I've recently had an issue where my VR player can only turn left with the snap turn. when it is reading the action value it is always printed as 0 (which would be why it only does left) and i'm not sure why. the dead zone is working correctly, and it turns left all good, just always turning left nomatter if I move the jopystick left or right

sage gulch
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you are only checking for positive values, no negative values

vivid snow
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thats not the problem, this condition checks if the action value is greater than 0, (which would be a right turn). If the action value is less than 0 or equal to 0(so a negative) that would be a left turn. So that would work, but the issue is the action value is always returning as 0, not as a negative or positive number as it should

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thanks for trying to help tho

nova axle
# sage gulch now do Lumen 😂

I turned both off completely already. Besides, the project was created with the vr template which also does that for you. So unless its somewhere outside of project settings it is definitely off 😅

nova axle
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Okay new problem. The left eye's shadows are moving/flickering all over the place but the right eye is perfectly normal.

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I did want to try changing from virtual shadow maps to normal shadow maps but unreal engine doesn't allow me to change this setting

dapper sparrow
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hey everyone, I'm starting a VR project in UE5 for Quest 2, but I've been stuck for a few days trying to get a successful build onto my headset. I've tried multiple UE5 versions on fresh installs on different computers with not luck. I've followed all the version specific documentations on how to set up SKD/NDK/JDK stuff and I always end up with one of two errors

  • Error 1: With 5.5 packaging is successful, but installing the APK with sidequest says I'm using the wrong version of the SDK. It thinks i'm using SDK 32 and it requires version 34 despite the fact that version 32 is not installed anywhere, and version 34 is the target SDK everywhere
  • Error 2: When running android.bat I get this error Warning: Errors during XML parse: Warning: Additionally, the fallback loader failed to parse the XML I've set up the SDK/NDK/JDK paths manually, and downloaded the NDK, but I'm not sure if this does anything else I'm missing. No matter what I do I can't get this to work properly
    I've been stuck with this for a few days now so any help would be incredibly appreciated. I'm open to using any version of UE5, so whatever successful setup any of you have I'll take lol
rocky nexus
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version 32 is installed on the quest, you cant use 34 on it yet. that error can be quite confusing

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5.5 seems to be quite busted, .0 release after all. you can use 5.4.4, but you need to use sdk 32 and remove the stuff from .java files it complains about during packaging. or you could just target 32

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welcome to wonderful world of vr in unreal!

dapper sparrow
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alright, I'll give that a go, thanks!

brittle salmon
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whats the latest least broken version of unreal for vr?

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just discovered the joys of shadow rendering after not touching vr for a while

rocky nexus
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I suspect something like unreal 3 would be best for mobile vr xd

sage gulch
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it's true.. I still have an 80gb holdover in 4.26.2

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you can do some shadow tricks in Metas branch

cloud creek
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hi, has any one enable this
and crash before?

brittle salmon
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4.27 is starting to sound good as i read what the state is with 5.x, that's the version i last worked on vr for

hallow knoll
hallow knoll
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And as a general note, make sure you select the engine version you're working with on our doc site before setting up your android development environment as there are minute details that differ between versions

rocky nexus
dapper sparrow
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finally got the build into my headset, hopefully it should be smooth sailing from here

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this error is so silly though

shadow nimbus
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Fun thing: I've been struggling a ton to make my game run on standalone Quest. I was at about 9 FPS on a very simple scene.
After spending weeks trying to understand why, I ported my project chunk by chunk over to another new project and noticed that this single line in my Project.Target.cs file was causing all my problems:
bUsesSlate = false;
I have no idea why, but now that I've removed it, I moved from 9 FPS to 72 FPS.